Warfare Incorporated :: View topic - Screw you mods
Warfare Incorporated Forum Index
 FAQ   Search   Memberlist   Usergroups 
 Profile   Log in to check your private messages   Log in 
 
Screw you mods

 
Post new topic   Reply to topic    Warfare Incorporated Forum Index -> Enhancement Requests
View previous topic :: View next topic  
Author Message
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS

PostPosted: Thu Jan 08, 2015 7:25 pm    Post subject: Screw you mods Reply with quote

Screw you mods
_________________
Things I'm proud of...
Making clans a cool idea
Creating outlanders and boss clan
being leader of viet pride.
Being the second highest poster on this forum.
Write many strategy.
Helping people and making people laugh.


Last edited by wonderer on Tue Jan 20, 2015 7:44 pm; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania

PostPosted: Thu Jan 08, 2015 8:06 pm    Post subject: Reply with quote

Hey wonderer! Long time no see! How have you been?

I like the idea of a unit to take hits from the enemy and be a distraction. Having to weapons and having a long build time seems to even out pretty decently with the fast speed and high health. However, I do think the unit should cost a price. If I have my facts correct about the game's technology, galaxite is used to create a wormhole which allows the units to be teleported in from another place. So if galaxite (or credits / money) isn't spent on the unit's creation, there is no wormhole. Therefor, it would be contradictory to the game's "physics" to have free units. Plus, I have a feeling that on multiplayer, these units would be spammed despite their long build time. If they were free, people would epecially spam them in galaxite maps, either to always have a VTS in use (after all, how can you go wrong with more troops?), or to delay their death after they have run out of money. I think maybe somewhere between 100 and 300 credits would be a good price.

_________________
Warfare Incorporated Development
Back to top
View user's profile Send private message Send e-mail
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS

PostPosted: Thu Jan 08, 2015 10:07 pm    Post subject: Reply with quote

Screw you mods
_________________
Things I'm proud of...
Making clans a cool idea
Creating outlanders and boss clan
being leader of viet pride.
Being the second highest poster on this forum.
Write many strategy.
Helping people and making people laugh.


Last edited by wonderer on Tue Jan 20, 2015 7:44 pm; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania

PostPosted: Thu Jan 08, 2015 10:21 pm    Post subject: Reply with quote

wonderer wrote:
Other enemy just needs to move past them then games over Cool
True. In a battle they could be a pain though. You don't wanna have to micro manage every unit during an attack, and having your units attacking non threatening units while being shot at by more threatening units would be annoying.
I guess it comes down to the definition of a "longer build time" to determine how useful a unit it would be.

_________________
Warfare Incorporated Development
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Warfare Incorporated Forum Index -> Enhancement Requests All times are GMT - 7 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2002 phpBB Group